Priest in Ancient Greece | World Anvil
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Priest

Cantrips: 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st: Proficiency Bonus: +2 3 2 - - - - - - - - Spellcasting, Divine Domain   2nd:Proficiency Bonus: +2 3 3 - - - - - - - - Channel Divinity(1/rest), Divine Domain Feature   3rd:Proficiency Bonus: +2 3 4 2 - - - - - - -   4th:Proficiency Bonus: +2 4 4 3 - - - - - - - Ability Score Improvement   5th:Proficiency Bonus: +3 4 4 3 2 - - - - - -   6th:Proficiency Bonus: +3 4 4 3 3 - - - - - -Channel Divinity (2/rest), Divine Domain Feature   7th:Proficiency Bonus: +3 4 4 3 3 1 - - - - -   8th:Proficiency Bonus: +3 4 4 3 3 2 - - - - -Ability Score Improvement, Divine Domain Feature   9th:Proficiency Bonus: +4 4 4 3 3 3 1 - - - -   10th:Proficiency Bonus: +4 5 4 3 3 3 2 - - - -Divine Intervention   11th:Proficiency Bonus: +4 5 4 3 3 3 2 1 - - -   12th:Proficiency Bonus: +4 5 4 3 3 3 2 1 - - -Ability Score Improvement   13th:Proficiency Bonus: +5 5 4 3 3 3 2 1 1 - -   14th:Proficiency Bonus: +5 5 4 3 3 3 2 1 1 - -   15th:Proficiency Bonus: +5 5 4 3 3 3 2 1 1 1 -   16th:Proficiency Bonus: +5 5 4 3 3 3 2 1 1 1 -Ability Score Improvement   17th:Proficiency Bonus: +6 5 4 3 3 3 2 1 1 1 1Divine Domain Feature   18th:Proficiency Bonus: +6 5 4 3 3 3 3 1 1 1 1Channel Divinity (3/rest)   19th:Proficiency Bonus: +6 5 4 3 3 3 3 2 1 1 1   20th:Proficiency Bonus: +6 5 4 3 3 3 3 2 2 1 1Divine Intervention Improvement   Hit Dice: d8 Proficiencies Armor: Light Armor, Shields Weapons: Simple Weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion   Chosen of the Gods – Priests are dedicated to their deity openly, and the gifts of the deity they serve are obvious in the magic that they wield. As such, priest levels do not count for the purposes of a Chosen of the Gods ability. If priest if your only class, there will be no Chosen abilities for the character at all. If multi-classed, only the class levels of the other class(es) count for the purposes of any Chosen of the Gods abilities. The deity for the Chosen of the Gods abilities need not be the same of the Priest’s deity, but it generally is.     Spellcasting   Cantrips - At 1st level, you know three cantrips of your choice from the priest spell list. You learn additional priest cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Priest table.   Preparing and Casting Spells See PhB for details.   Spellcasting Ability - At 1st level, you choose your spellcasting ability for your priest spells. Wisdom spellcasting is done by particularly devout followers of a deity, while Intelligence is tied to the more scholarly priests. Once you have chosen your spellcasting attribute, you cannot change it for your priest spells. You use that attribute whenever a cleric spell refers to your spellcasting ability. In addition, you add your attribute modifier when setting the saving throw DC for a priest spell you cast and when making an attack roll with one. Spell save DC = 8 + your wisdom or intelligence modifier + your proficiency bonus Spell attack modifier = your proficiency bonus + your wisdom or intelligence modifier   Ritual Casting - You can cast a priest spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus - You can use a holy symbol as a spellcasting focus for your priest spells.   Channel Divinity - At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. When you use your channel divinity, you must finish a short rest or a long rest to use your Channel Divinity again. If your Channel Divinity effect requires a Saving Throw, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.   Ability Score Improvement - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternately, you can take a feat in place of your Ability Score Improvement.   Divine Intervention - Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any priest spell or priest domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after finishing a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.     Deities   Choose your deity at 1st level. You gain domain spells from that deity as well as other Divine Features. You gain Domain Spells at the priest level listed. Once you gain a Domain Spell, you always have it prepared and it doesn’t count against the number of spells you can prepare each day. If you have a Domain Spell that doesn’t appear on the Priest spell list, it is nonetheless considered a Priest spell for you.   Hecate Domain Spells: 1st - Featherfall, Identify 3rd - Blindness/Deafness, Knock 5th - Counterspell, Dispel Magic 7th - Banishment, Giant Insect 9th - Awaken, Planar Binding   Divine Features Detect Magic - Starting at 1st level, the priest of Hecate can Detect Magic at will, per the spell. Bonus Proficiency - When you choose Hecate at level 1, you gain the skill Arcana, and double your proficiency bonus. Understanding the Art - Starting at 2nd level, you can channel divinity to add +2 DC to all your spells. Magic Has a Weakness - At 6th level, you can channel your divinity to counterspell, as the spell of the same name. Always Prepared - At 8th level, you can treat the pockets on your robes as a small bag of holding (8 inch opening). If anyone else tries to reach in the pocket, they will find a simple cloth pocket, unless the pocket is turned inside out, in which case the items spill out, or if the pocket is destroyed, in which case the items fall to the ground. Hecate’s Realm - At 17th level, you can now prepare any spell on the Wizard spell list in the PHB as a priest spell of two levels higher.   Artemis Domain Spells: 1st – Animal Friendship, Speak with Animals 3rd – Animal Messenger, Conjure Animals 5th –Commune with Nature, Tree Stride 7th – Regenerate, Wall of Thorns 9th – Shapechange, Animal Shapes   Divine Features Weapon of the Hunt - Starting at 1st level, a priest of Artemis gains a bonus of +2 to all damage rolls made with a shortbow or composite bow. Bonus Proficiency - When you choose Artemis at level 1, you gain the skill nature, and double your proficiency bonus. Merciful kill – Starting at 2nd level, when attacking a non-humanoid beast or monster, after landing a hit, you can channel divinity to automatically deal maximum damage rather than rolling the damage dice. This only applies to attacks made with weapons, not spells. Eyes of the Hawk – Starting at 6th level, gain the Observant feat. In addition, if you have advantage on an attack roll made with a shortbow or composite bow, you can reroll one of the dice once. Agility of the Panther - At 8th level, gain the Alert feat. In addition, gain a +2 divine bonus to all ranged attacks made with a shortbow or composite bow. Fury of Nature – At 17th level, the priest of Artemis has learned much of the ways of beasts. Gain a bonus of +2 dexterity and +2 constitution as your reflexes are honed and your body becomes more resilient.   Zeus Domain Spells: 1st - Thunderwave, Thunderous Smite 3rd - Blinding Smite, Misty Step 5th - Call Lightning, Lightning Arrow 7th - Polymorph, Mordenkainen’s Private Sanctum 9th -Destructive Wave, Dream   Divine Domain Features Storms of Olympus - When you choose Zeus at 1st level, you gain the feat Elemental Adept (lightning) Wrath of the Storm - Also at first level, you can thunderously rebuke attackers. When a creature within 5 feet that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning damage on a failed saving throw, or half damage on a successful one. You can use this feature a number of times equal to your wisdom or intelligence modifier (minimum once). You regain all expended uses on a long rest. Lightning Storm - Starting at 2nd level, you can use your channel divinity to automatically do maximum damage on a spell that uses lightning damage rather than rolling. What Follows - At 6th level, when dealing lightning damage to a large or smaller creature, you can also choose to have a thunderclap push it 10 feet directly away from you. Constitution save (8+proficiency bonus+wisdom/intelligence bonus) negates. Zeus’ Touch - At 8th level you can infuse your weapon strikes with lightning. Once on each of your turns when you hit with a weapon you can deal an extra 1d8 lightning damage to the target. At 14th level, this increases to 2d8. Lord of the Sky – At 17th level, you can cast Control Weather as the spell. You must complete a long rest before using this ability again.   Hermes Domain Spells: 1st - Comprehend Languages, Expeditious Retreat 3rd - Animal Messenger, Pass Without Trace 5th - Sending, Haste 7th - Dimension Door, Freedom of Movement 9th - Find the Path, Rary’s Telepathic Bond   Divine Domain Features Bonus Proficiency - When you choose Hermes at 1st level, you gain a proficiency with the stealth skill (or an additional +2 if you already possess it) Mobile - Also at 1st level, you gain the mobile feat. Soft Feet - Starting at 2nd level, you can use your channel divinity ability to give yourself or someone you touch advantage on their next stealth checks for 1 minute, or until they attack, cast a spell, or make an obvious amount of noise. Determined Feet - Starting at 6th level, you gain +2 on all saving throws to resist damage. Swift Feet - Starting at 8th level, you gain an additional +10 speed to all movement types. Also, you can channel divinity in order to cast Blink as the spell. Winged feet - Starting at 17th level, you gain a fly speed of 30.   Athena Domain Spells: 1st - Comprehend Languages, Find Familiar (owl) 3rd - See Invisibility, Augury 5th - Tongues, Clairvoyance 7th - Confusion, Locate Creature 9th - Contact Other Plane, Modify Memory   Divine Domain Features Keen Mind - When choosing Athena at 1st level, gain the Keen Mind feat. Bonus Proficiencies - Also at 1st level, you gain three proficiencies in skills or tools, or any combination you choose. Truth in Lies - Starting at 2nd level, you can use your channel divinity ability to cast a Zone of Truth as the spell. Warrior and Scholar - At 6th level, gain the War Caster feat. Well-read - At 8th level, gain advantage on all knowledge skills. My Mind is My Own - At 17th level, you are permanently affected by a Mind Blank as per the spell, and can channel divinity to cast Telepathy as the spell.   Hestia Domain Spells: 1st - Bless, Cure Light Wounds 3rd - Lesser Restoration, 5th - Beacon of Hope, Revivify 7th - Death Ward, Guardian of Faith 9th - Mass Cure Wounds, Raise Dead   Divine Domain Features Bonus Proficiency - When choosing Hestia at 1st level, gain proficiency with medium armor. Disciple of Life - Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the spell’s level. Channel Divinity: Preserve Life - Starting at 2nd level, you can channel divinity to heal the badly injured. As an action, you present your symbol of Hestia and evoke healing energy that can restore a number of hit points equal to five times your priest level. Choose any creatures within thirty feet of you and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum. You can’t use this creature on non-living targets. Blessed Healer - Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level + proficiency bonus. Bonds of Family - At 8th level you have an incredible bond with your loved ones. Anyone that that you have spent a considerable amount of time with (at least six months of the past year) will always have their location known to you. With an action, you can concentrate on a loved one and know roughly their location in relation to you as well as their general mental state (a mile North in a cave and scared, for example). Supreme Healing - Starting at 17th level whenever you would roll dice to restore hit points, you can treat the result as if you rolled the maximum number on the dice. If you would heal 2d6, you instead heal 12, for example.

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